|
|
|
|
#pragma once
|
|
|
|
|
|
|
|
|
|
#include <vector>
|
|
|
|
|
|
|
|
|
|
#include <SDL.h>
|
|
|
|
|
|
|
|
|
|
#include "controls/controller_buttons.h"
|
|
|
|
|
#include "controls/game_controls.h"
|
|
|
|
|
|
|
|
|
|
namespace devilution {
|
|
|
|
|
|
|
|
|
|
class GameController {
|
|
|
|
|
static std::vector<GameController> controllers_;
|
|
|
|
|
|
|
|
|
|
public:
|
|
|
|
|
static void Add(int joystickIndex);
|
|
|
|
|
static void Remove(SDL_JoystickID instanceId);
|
|
|
|
|
static GameController *Get(SDL_JoystickID instanceId);
|
|
|
|
|
static GameController *Get(const SDL_Event &event);
|
|
|
|
|
static const std::vector<GameController> &All();
|
|
|
|
|
static bool IsPressedOnAnyController(ControllerButton button, SDL_JoystickID *which = nullptr);
|
|
|
|
|
|
|
|
|
|
// Must be called exactly once at the start of each SDL input event.
|
|
|
|
|
void UnlockTriggerState();
|
|
|
|
|
|
|
|
|
|
ControllerButton ToControllerButton(const SDL_Event &event);
|
|
|
|
|
|
|
|
|
|
bool IsPressed(ControllerButton button) const;
|
|
|
|
|
static bool ProcessAxisMotion(const SDL_Event &event);
|
|
|
|
|
static SDL_GameControllerButton ToSdlGameControllerButton(ControllerButton button);
|
|
|
|
|
static GamepadLayout getLayout(const SDL_Event &event);
|
|
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
SDL_GameController *sdl_game_controller_ = NULL;
|
|
|
|
|
SDL_JoystickID instance_id_ = -1;
|
|
|
|
|
|
|
|
|
|
ControllerButton trigger_left_state_ = ControllerButton_NONE;
|
|
|
|
|
ControllerButton trigger_right_state_ = ControllerButton_NONE;
|
|
|
|
|
bool trigger_left_is_down_ = false;
|
|
|
|
|
bool trigger_right_is_down_ = false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
} // namespace devilution
|